Mod Repackaging
Posted: 03 Nov 2007, 18:33
Hello All,
first of all, great work in bringing warzone to a larger potential audience than ever before. I started up 2.0.6 after downloading & installing, to be pleasantly surprised by a skirmish save from an earlier GPL version waiting for me.
I lost 2 days falling in love with the game for the 4th time, I think.
I then updated to 2.0.8_RC1, jolly good stuff. Only problem I've had is with grim's mod, but I posted about that elsewhere.
After reading Kreuvf's post, downloading WDG explorer from one of wz.de's filemirrors, and gathering expanded WZs and WDGs, I went about working out how to convert my old favourite maps to work on 2.0.x.
Thank you Kreuvf for the highly enlightening tutorial that blackNEXUS posted on the German boards; I looked up and google translated the german version too, because I still wasn't entirely clear on exactly where certain things went.
That tutorial got me about 90% of the way, but the wording confused me slightly. I worked out from comparisons of other maps in WZ format exactly how to organize the directory structure of the WZ. It really is quite simple once you understand it, well done for that too.
Anyway, I decided that since I could repackage most maps, I should now go about repackaging my favourite mods too.
After a similar process of comparison and scouring these forums and wikis and docs project for information, I eventually guessed that little had to change between .WDG and .WZ, apart from changing all filenames from the WDG to lowercase. My test mod was NoResearch, but this contained a hashnamed .slo and and a .vlo.
Thanks to Kage's advice, (http://localhost/convert/phpBB3/viewtop ... 7685#p7685) I checked inside the VLO and found a SCRIPT function at the top, calling (presumably) the SLO file, alltech.slo. I renamed the VLO and SLO files both to alltech.slo and vlo. Unfortunately, I still had no idea if the root of the .WZ file would be the correct location for them. No other, empty folders were extracted from the WDG, so I hoped they were ok there. (I haven't tested yet, but after further comparison I would guess that they might go in multiplay/script).
I packaged this lowercased, name-fixed mod into a .WZ, and, after using known-to-work Kreuvf's Rebalancing Mod to find out where to put the mods (do all game mods have to go in global?), I ran the noresearch mod from [main]/mods/global. In a way, I achieved success: where previously there was no effect on the test match; now, it would CTD during loading the game, with no offer of a minidump.
But this is still not my eventual aim.
So I ask you, is the underlying problem:
1)Incorrectly located SLO and VLO files, causing warzone to crash when it doesn't find them?
or
2)a change in the VLO/SLO scripting language, or the language of the numerous txt files, causing warzone to crash when it can't understand the VLO/SLO/TXT files?
and if it is 2), then
a)can I find all the necessary information to update the scripts, on the wikis and forums?
having also afterwards attempted to repackage Limits Mod, which only contains multilim.slo and vlo, I am tempted to guess at possibility 2), as limitsmod.wz produces interesting symptoms:
when it is enabled, I can run a skirmish match whihc loads successfully, but if I go to the structure limits menu pre-match, the game crashes.
I played with limitsmod enabled on a level called 4c-crossfire, which has more than 30 resources inside each very large base. with the limits mod enabled, i was able to build on all the oil resources, about 34 of them I think. without limitsmod, I could only build a total of 30 derricks, as per usual max limits. However on the build menu, I could not build any more than 5 research facilities, even with the mod, which normally allows up to 15 facilities.
Incidentally, if I am successful, then am I allowed to upload this to the forums for everyone's benefit (unless, as I suspect, repackaging has been done regularly and independently offline) in which case, what can be done to resurrect important mods like noresearch and limits? Unfortunately, authorship aside, I don't think maps or with custom tilesets and such can often be recovered without the original files the WDG was made from: often a $93F2C8F.pcx will offer no clue as to its intended location, unless there is a definite location for certain files?
Thanks,
medavox
PS I enclose the map 4c-Crossfire, plus a minidump for the crash with limits mod on the Structure Limits menu.
first of all, great work in bringing warzone to a larger potential audience than ever before. I started up 2.0.6 after downloading & installing, to be pleasantly surprised by a skirmish save from an earlier GPL version waiting for me.
I lost 2 days falling in love with the game for the 4th time, I think.
I then updated to 2.0.8_RC1, jolly good stuff. Only problem I've had is with grim's mod, but I posted about that elsewhere.
After reading Kreuvf's post, downloading WDG explorer from one of wz.de's filemirrors, and gathering expanded WZs and WDGs, I went about working out how to convert my old favourite maps to work on 2.0.x.
Thank you Kreuvf for the highly enlightening tutorial that blackNEXUS posted on the German boards; I looked up and google translated the german version too, because I still wasn't entirely clear on exactly where certain things went.
That tutorial got me about 90% of the way, but the wording confused me slightly. I worked out from comparisons of other maps in WZ format exactly how to organize the directory structure of the WZ. It really is quite simple once you understand it, well done for that too.
Anyway, I decided that since I could repackage most maps, I should now go about repackaging my favourite mods too.
After a similar process of comparison and scouring these forums and wikis and docs project for information, I eventually guessed that little had to change between .WDG and .WZ, apart from changing all filenames from the WDG to lowercase. My test mod was NoResearch, but this contained a hashnamed .slo and and a .vlo.
Thanks to Kage's advice, (http://localhost/convert/phpBB3/viewtop ... 7685#p7685) I checked inside the VLO and found a SCRIPT function at the top, calling (presumably) the SLO file, alltech.slo. I renamed the VLO and SLO files both to alltech.slo and vlo. Unfortunately, I still had no idea if the root of the .WZ file would be the correct location for them. No other, empty folders were extracted from the WDG, so I hoped they were ok there. (I haven't tested yet, but after further comparison I would guess that they might go in multiplay/script).
I packaged this lowercased, name-fixed mod into a .WZ, and, after using known-to-work Kreuvf's Rebalancing Mod to find out where to put the mods (do all game mods have to go in global?), I ran the noresearch mod from [main]/mods/global. In a way, I achieved success: where previously there was no effect on the test match; now, it would CTD during loading the game, with no offer of a minidump.
But this is still not my eventual aim.
So I ask you, is the underlying problem:
1)Incorrectly located SLO and VLO files, causing warzone to crash when it doesn't find them?
or
2)a change in the VLO/SLO scripting language, or the language of the numerous txt files, causing warzone to crash when it can't understand the VLO/SLO/TXT files?
and if it is 2), then
a)can I find all the necessary information to update the scripts, on the wikis and forums?
having also afterwards attempted to repackage Limits Mod, which only contains multilim.slo and vlo, I am tempted to guess at possibility 2), as limitsmod.wz produces interesting symptoms:
when it is enabled, I can run a skirmish match whihc loads successfully, but if I go to the structure limits menu pre-match, the game crashes.
I played with limitsmod enabled on a level called 4c-crossfire, which has more than 30 resources inside each very large base. with the limits mod enabled, i was able to build on all the oil resources, about 34 of them I think. without limitsmod, I could only build a total of 30 derricks, as per usual max limits. However on the build menu, I could not build any more than 5 research facilities, even with the mod, which normally allows up to 15 facilities.
Incidentally, if I am successful, then am I allowed to upload this to the forums for everyone's benefit (unless, as I suspect, repackaging has been done regularly and independently offline) in which case, what can be done to resurrect important mods like noresearch and limits? Unfortunately, authorship aside, I don't think maps or with custom tilesets and such can often be recovered without the original files the WDG was made from: often a $93F2C8F.pcx will offer no clue as to its intended location, unless there is a definite location for certain files?
Thanks,
medavox
PS I enclose the map 4c-Crossfire, plus a minidump for the crash with limits mod on the Structure Limits menu.